MoBag,
also called M-Bag, or just 'Bag' is a street game played
underground, in a Zero-P environment, in the Universe of Pastel.

The
local equivalent of gravity in Pastel is called Proxikinesion.
Proxikinesion, 'P-Forces', cause matter to be attracted to the 'top'
and 'bottom' surfaces of the rectilinear continents equally, and
there are cities on the underside Twilands
as well as the topside Dayplains
of the flying continents of Pastel. The Pastellians use specially
curving roadways that go through the Underground
inside the continents to move smoothly, more or less, from the
Dayplain side to the Twiland side, where everything is effectively
upside-down relative to the other.

The
force of Proxikinesion is created by a layer of matter, called the
P-Layer, that runs through the middle of the rectilinear continents,
like the cream filling in an Oreo cookie, or perhaps even more like
the filling in a vanilla wafer. It pulls top and bottom to itself, to
the middle of the contenent. But it has no force laterally, to the
sides of the continent.

The
value of 'P' drops to near zero at the exact crossover point, in the
middle of the P-Layer, and in addition to crossover traffic tunnels,
and the odd Low-P factory, the Pastellians have also excavated
'Low-Parks' or Low-P playgrounds which can be enjoyed for a nominal
fee. Many of the older Low Parks are rather run-down, and have become
hangouts for disaffected youth.

There
is a game some younger Pastellians play in the Low-Parks. It is a
'street' game, rather frowned upon...if they catch you they often
throw you out of the Low-Park. But it still gets played, just as in
our world, skateboarders will do what they want regardless. So
'extreme sports' type people play M-Bag in the Low-Parks. M-Bag
stands for "Momentum Bag" and basically what you do is fill
a bag, sewn up to be covered with cloth or leather belt handles, with
bricks and laundry to pad the bricks, and take it to a Low-Park to
play. Two teams face of in the Low P environment and carefully set
the bag roughly in the middle of the surroundings.

Then
they pick a set of 'scorebases'..could be anything, basically a set
of target locations. These scorebases are defined by a Base-Rag, dyed with
glowing Chatoyance Dye, affixed to that location. Then get
this...rather than try to knock the bag to the goals of the
scorebases, the object is to latch onto the bag, floating in the
middle, and then crawl and twist over the bag -maybe struggling with
others on the bag at the same time- and use the handles to throw oneself
off so one lands or connects with a scorebase in such a way that the Base-Rag
can be taken. The bag MUST be grabbed first, before an attempt on a
Base-Rag can be made. The bag, being very massive, has a lot of
inertia, and so it moves less than the people throwing themselves off
it. A good rule of thumb is that the bag, aboveground, has to weigh
more than at least four players. That's why they use bricks. However,
bricks are hard to collide with, and that's why the bricks are
padded. Needless to say, a helmet and pads are mandatory equipment
for M-Bag, because players tend to fling themselves off at any old
angle when they get carried away with the game. The goal of the game is
be the first to collect all of the other team's Base-Rags... or to
have at least one teammate still able to play, should the other side
be wiped-out with collision injuries.

This
bonus feature provides a tabletop means to simulate the play of
MoBag. One need simply download and print out the MoBag board sheet,
grab three standard 6-sided dice (3D6), and use the game rules
provided below. Good Bagging!

RULES
FOR PLAY

MoBag,
the tabletop simulation, is a game for two people. Carefully cut
away the provided chits from the printed version of the MoBag sheet.
One should end up with a playing board, and twelve chits consisting
of six Players and six base rags. The game board represents an
enclosed chamber, deep underground, called a Low-Park, or
Low-Proxikinesion Park.

Each
Player chooses a team, either the Yellow Scarves, or the Spots.

Each
Player chit has on it the name of the Player, and two stats. These
stats are used to determine success or failure in actions within the
game. Because not all printers are of quality, here are the
characters, and their stats below:

Team
Yellow Scarf

Greige
Kuro ZG 2 ZT 2Jessamy
Zilumas ZG
1 ZT 3Ochre
Shiro ZG
3 ZT 2

Team
Spots

Umber
Rojo ZG 0 ZT 4Russet
Brun ZG 2
ZT 3Puce
Momoiro ZG
3 ZT 2

THE
STATS

The
two stats all MoBag atheletes have are ZG and ZT. These stand for
Zero-Grab and Zero-Tumble. They represent any special talent that a particular
Player has in handling themselves within a Zero-P environment.

Zero-Grab
is the skill and talent involved in using any available limb to
snag, grasp, hold, manipulate, and aim oneself, or another mass, in Zero-P.

Zero-Tumble
is the skill and talent involved in twisting in the air, resisting, avoiding
or causing impacts, springing, kicking, or pushing off of walls or
other surfaces in a controlled manner, and managing unexpected collisions
in Zero-P.

The
higher the value, the greater the talent and skill.

SETTING
UP THE BOARD

The
Players take turns placing chits onto the game board. The three
glowing Base-Rags for each team must be laced on hexes marked 'BASE'.
These rags are the goal of the game, whoever collects all three that
belong to the other team first, wins. It is a good idea to place the
Base-Rags in strategic positions, that can be guarded.

The
remaining Teammate-chits can be placed on any hex that has a 'G' in it,
OTHER than those immediately surrounding the Momentum-Bag floating
in the center of the park. No Player may start the game touching the
M-Bag.

The
'G' in certain hexes represents a location where a solid and useful
grip on an object in the environment is possible within the Low-Park. Only
in such hexes is it possible to stop motion, hang on, and rest.
Whenever a Teammate chit is at rest on a 'G' hex, the Teammate is assumed
to be solidly holding onto a pipe, bar, or handle. Some 'G' hexes
offer plusses, because it is possible for a Teammate to have better
than average control when leaping or pushing off from that location,
due to a combination of factors. Those plusses for a given 'G' hex
are added to the appropriate stat when an action is taken from that
Hex, provided that the character was previously stable, clinging, and
at rest there. Merely passing through such a bonus 'G' hex offers no benefit.

Once
all chits are placed, the game is ready to play.

ZERO-P
MOVEMENT

The
most common action in the game is motion, and thus is the heart of
the game.Players
do not alternate turns, but act together on each turn. Speed of
motion determines which Player acts before the other, however.

On
their turn, a Player may choose to pass, or to move one of their
team members (chits) to advance their goals in the game.

A
team member, a Teammate, clinging to a stable pipe or bar (a 'G' hex
on the board) may, on a given turn, move from that spot by pushing
off with hands or feet, to fly across the air in Zero-P.

To
do this, the Player of that teammate chooses the teammate to move,
and then states the direction of travel. Movement may only be made
along a straight line following the faces of the hexes on the board,
and once motion has begun, no change in direction is possible. A
teammate may not, for instance, alter their direction of travel in
the middle of the air, with nothing around them. The teammate must
continue motion in that same straight line until some sort of
collision, either planned, or unplanned, affects them (such as a grab
or a tackle).

Once
a teammate and direction has been choosen, the Player must then
determine a speed.

Speed
is determined by the number of six-sided dice used for the leap, and
for the inevitable end of the leap.

One
die is slow, two dice is risky, and three dice is insane.However,
the highest number rolled for motion, always
acts first.

The
total number generated by a roll of the dice equates to the number
of hexes the teammate will move each turn, until they stop moving do
to some action or interaction. For example, if a Player chooses but
one die, and rolls a four, then the teammate chit is moved four hexes
each turn in a straight line. If they had rolled a one, then the
teammate chit would move but one hex per turn.

It
is important to note that higher speeds incur vastly greater risks.

Once
in motion, the teammate must continue, helplessly, until an opportunity
to grab, to rebound, or to collide occurs.

GRABBING

The
next most common action is grabbing.

To
attempt a grab, a teammate chit must be on a hex containing a 'G'. A teammate
cannot grab on any other hex.

For
any non-movement action in MoBag, the base game mechanic is the always
the same: the Player must attempt to roll
a die, or dice, and get a number EQUAL TO, or ABOVE, SEVEN.

To
accomplish this, a Player must roll TWO DICE, add the values, and
then add or subtract any bonuses or penalties to the result of the
die roll. The final product determines success or failure.

One
bonus that is added are the teammate stat values. Teammates have two stats,
Zero-Grab, and Zero-Tumble. In grabbing, Zero-Grab is used.

When
attempting a basic grab at an object, such as a pole, or the
floating M-Bag, the Player rolls two dice, and adds the Zero-Grab stat
of the attempting teammate. This result is the Grab Value. This is
the most basic grab situation. If the Grab-Value result is equal
to, or above seven, then the grab was successful.

MOTION
AND GRABBING

Speed
of motion affects grabbing a great deal. The faster a teammate is
moving, the more difficult it is to grab any object.

To
understand how this works, imagine that a Player has choosen two
dice to roll for speed, and leaps a teammate into the void, towards
the M-Bag in the center of the board. The Player rolls a seven, which
easily beats his opponent Player, rolling a single die for his own teammate.
The first Player therefore acts first.

This
allows that Player to immediately zip to the M-Bag, where, in passing
through a 'G' hex, their teammate has a chance to grab the M-Bag.
This is where speed becomes an issue.

Let's
say that the trip to the 'G' location of the M-Bag was three hexes.
That leaves four speed points left over. These extra 'Overshoot' points
are subtracted from any Grab-Value the Player then immediately rolls
for. Obviously, the higher the Overshoot, the less likely a succesful grab.

So,
so far, we have a leap, (roll two dice for speed, result was a seven),
crossing to the M-Bag (three hexes to the nearest 'G' hex), and then
a roll on two dice (plus a Zero-Grab teammate stat bonus) to get a Grab-Value.
The Overshoot beyond the M-Bag is four, so four is subtracted from
the Grab-Value, and whatever the Grab-Value is after that subtraction
is the actual chance of success. If it is equal to, or over seven,
then the Grab was a success. If not, then the teammate fails the grab and
flys past the bag the remaining four hexes.

On
the same Player's next turn, that teammate must move another seven
hexes, or attempt to, unless they can make another grab attempt (if
possible) to stop, or they collide with a wall hex.

COLLISIONS

A
Teammate, in motion, may collide with a wall hex. In such a
collision, the Player will want to avoid a crippling injury for the
Teammate by rolling a Zero-Tumble Rebound.

If
successful, the teammate may instantly pick a new straight-line
direction, and continue motion up to the limit of their current speed.
This prevents an injury that demands that the teammate be removed
from the board, and thus, out of the game.

To
make a Zero-Tumble Rebound, the Player will take two dice, and roll them.
Then the Player will add the value of the Teammate's Zero-Tumble
stat to the result of the dice. This final number is the Tumble-Value.
The Tumble-Value must then equal, or exceed, seven to succeed.

If
the value is less than seven, the Tumble has failed, and the teammate
slams into the wall at some horrible speed, breaking an arm, a leg,
or getting the wind knocked out of them, being terribly bruised, or
some other unhappy injury. The teammate chit is removed from the
board, and is out of the game. M-Bag is a brutal sport.

Should
a collision occur between two teammates, of any team, each will roll
a Tumble Value, and if successful, may perform a Zero-Tumble Rebound
off of the other teammate. Any teammate that fails their Tumble-Value roll
suffers a collision injury just as if they had hit a wall, and is
removed from play. Getting kicked in the head by a Rebounding player
hurts just as much as smashing into a wall. Such an unhappy collision
result between teammates is called a Tackle.

Deliberately
initiating such a collision may be the only way to unseat, or scare
away, a guarding teammate for the other side.

SCORING

To
score, a Teammate MUST first grab onto the M-Bag in the center of
the Park, and THEN throw themselves off to a Scorebase, to collect the
Base-Rag there. A Base-Rag is only legal to be collected after the
M-Bag has been grabbed imediately before. To put it another way, the
only way to collect a Base-Rag is to launch from the M-Bag.

Should
any teammate rebound off of a BASE where a Base-Rag has been placed,
then they are considered to automatically have grabbed the Base-Rag,
scoring one point for their team. This automatic grabbing of the
Base-Rag is allowed to speed play. If the players want a longer game,
they may roll a Zero-Grab in addition to The Zero-Tumble Rebound, to
grab the Base-Rag, but this is considered excessive.

Whichever
team scores all three Base-Rags of the opposing team, or retains at
least one functional teammate should the other team be wiped out, wins
the game.

CONCLUSION

MoBag
is a tough, brutal street sport, played fast and furious, with
little care for personal safety. Hopefully this download-and-play
tabletop game will give the Player a feel for this otherworldly,
indeed other-cosmic, sport.